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Death2Tyrants

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  1. I agree it is a top tier set I just really dislike the general mechanics of it and that /Energy feels like an obligatory pick for my expected performance. I wish it had some special interaction with the Elec/ Controller primary as it does with Elec Blast. Yes I like the set more on my MM than any other AT. I probably like it more because henchmen are a walking DoT and I play it using a minimalist stance dance approach which allows me to lean into my secondary more. I'm reluctant to roll another Controller but I suspect I will like the set more paired with Arsenal/ or Earth/ since I can throw out persistent patch effects which open up cast time for my secondary.
  2. Well thanks for pointing this issue out. Unfortunately this is likely still true and applies to Controller pets as well. I checked the combat logs on two different **/EA Controllers and the -End% component nor KU isn't showing in the logs. The -End% certainly isn't triggering. Now I am skeptical the Powerboost-like portion works at all on pets. /EAs release was in Issue 26 Page 5 March 31st 2020 so I doubt this is a bug considering the set has been around for a while. For pet classes this is lame if it is working as intended.
  3. That's a fair comment. There are a few components to the power. The bonus to healing and +Recharge are registering in the pet combat attribute window. The +Recharge is the only component that shouldn't work on pets and henchmen. The rest of Amped Up is basically a Powerboost Other power + two parts to the Shock Therapy buff. ST grants a -End% and the chance to KU PROC as far as I understand it and that is delivered via electric bolts when in proximity of the target. Now if you are saying none of the buffs work despite showing in the window it is a possibility but I would probably have to figure a way to test it.
  4. You can make one on Brainstorm to test. I recommend trying the pair to see if you like it. I have one at 50 which I shelved for a rework at some point. It was one of the better pairs with /EA but didn't wow me like other Controller pairs I've discovered and enjoyed. It wasn't terrible it just didn't address my issues with Grav/ in general. I paired it for the same reason for a boosted Singy but also was attempting to squeeze out some End Drain from Shock and Galvanic for some added control. I also dislike /EA mechanics despite it being a strong set in certain configurations. In a nutshell my preference for Grav/ is added control from the secondary and my preference for /EA is a primary set with fire and forget persistent controls which open up opportunity to buff/heal. The pros: AUed Singy works and is pretty tough and can have some fun interactions when the Shock Therapy PROCs trigger KU on a boosted Lift; it basically launches mobs off-screen when the effects stack. The added lockdown duration are noticeable as well, tough bosses aren't moving. Grav/ has some skip powers while /EA has less hard skips. The set up lets me select more pool pick ups than I would have with my other /EA Controllers. The cons: My gripe with Grav/ is it has a ST chain but sacrifices high uptime AoE controls (I don't mess with DS and I skip the AoE Holds unless they pulse and persist), When your primary set mitigation isn't enough you tend to lean on your secondary a lot more. On a Controller /EA doesn't feel like a strong set for me. When your team is getting hammered you are working those chain heals. /EA didnt really shine for me until I paired it with the /Energy(Primal) Epic pool. PBed Buffs and heals are uber and the set doesn't feel as great without it based on my expectations. The Enegry Epic feels obligatory. I hate the mechanics of /EA and the rotation of having to constantly recast Faraday as you incrementally move to the next mob. The set has a very spammy feel to it especially if you are chasing the recharge buff. I also worked around trying to get -End/-Recovery to work from Shock and Galvanic. With some EndMod slotting you can get some draining going but more so for tough longer fights. Other than that -DMG from those powers are more useful at the lower levels IMO and are completely skipable for late game builds. You may enjoy the pair, for me it was one of several experiments to find interesting combos. Mine is on the docket to get reworked so it sits in the pile with the other 100+ Controllers.
  5. /Poison is an acquired taste.... just don't taste too much of it before building up immunity. It hasn't gotten any love since your experience on live. I think it could use some tweaks to make the throwaway powers more compelling and desirable IMO. On the flip side the throwaways can make room for more pool picks earlier. Of the ATs that currently have access to it my best experience with /Poison has been with Defenders and Controllers and I wont touch the set again on an MM. The biggest drawback is surviability gets squirrely vs larger mob groups especially if they are spread out. It is geared for hard target killing. While it is true the main hits don't stack and nor do the splash effect, you can stack the main hit with a splash for ~1.5x effect. Getting the most out of your Tier 9 requires getting in melee range.
  6. Premise sounds interesting. How much stick time do you have with each AT, Defender vs Controller? So how are you picking what to pair with your support sets for each AT? How about power pools and Epics? How are you selecting powers to keep or skip within a build? Are you tracking the maturity of your teammate's builds (IOed and/or Incarnated) as a variable?
  7. I think it is a fair question/concern and a noticeable effect with certain combos, especially when you are leveling up and aren't IOed yet. Yes. IMO some combos can get very very busy but it varies by team composition and the difficulty settings the team runs. The lower the number of support on the team the busier you will get. From my observations this effect is generally noticeable in pairs with little to no persistent controls (e.g. no pulsing control patches) combined with heal based secondaries. These combos tend to get pretty busy under harder content and/or weaker teams that have no other forms of mitigation. IMO the best you can do is buff before battle. control and debuff first during combat and heal as opportunities present themselves. In other situations where this isn't enough you'll lean on healing considerably.
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